Disciplines: A new Sorcery system for Amber DRPG

(Based very loosely on Mage from White Wolf Games)

In this system, Sorcery and Conjuring become Attributes of a sort, measuring a character's facility in different types of magic. Your score shows what kind of effects you are able to produce.

Hanging spells is no longer a concern. Players who do not study may become rusty, just as Warfare skills can atrophy if one loses the habit of fighting, but players do no need to write out spell lists in advance.

Psyche is now much less important. One's own knowledge, and the rules of the Shadow, are crucial. Some Shadows are more powerful than others- in Amber, for example, Sorcery of any sort is slow and difficult. Life magic is almost powerless. In Chaos, on the other hand, loose energy is all over the place, and a little knowledge goes a long way. This is why there are more sorcerers on that end of reality.

Psyche does come into play when one attacks another character. If the character is a sorcerer, he or she can cast counterspells, and the victory is decided by whose spells are most efficient and who has the most raw Psychic power. In game terms, I'll consider both how precise the spells are and how much Psyche is behind them. Jubal, for example, could defeat Laughter if he used a subtle and precise spell (say, "Cause weakness in aorta which will burst under pressure") and she used a brute force counterspell ("Circle of Protection"). Trying the same thing (same spells on both sides) against Fiona would go badly for Jubal.

I will ask you to name spells and counterspells fairly quickly. The greatest challenge in a duel is to keep up the pace, to avoid being caught off-guard by the opponent.

These are the types of Magic you can learn:


Correspondence:

Correspondence is sorcery that lets one ignore the space-time structure of a Shadow, to know what was happening over *there* *then*, or now, or wherever and whenever. Concepts like danger sense, locator spells, and tracking spells are all examples of correspondence.
Correspondence is weak at the lower levels. At a couple of points worth, your sorcery can give you a "feel" for things, increased perceptive acuity, and similar effects. Five or six points get you clairvoyant effects and the like. More points let one move through denatured space- teleport, shrink and enlarge, and so on. 10 points of Correspondence lets you bend the space-time of a Shadow to your will.

Force:

Force magic is the magic of the physical world. Fire, lightning, and the rest of Thor's repertoire. Force is the most direct and brutal kind of magic, and the least subtle.
At low levels Force magic can detect and identify physical forces at work. 5-6 points is enough to create lightening bolts or laser beams. 10 points of Force is enough power to create black holes or explode suns.

Conjuring:

Less than 20 points of Conjuring can still be useful. One gains insight into chemistry, and can use magic to aid in this regard. 6-10 points lets you create trivial objects like glass balls. 20 points lets you create matter out of nothing at all. 30 points is enought to create arbitrary matter- "something hard" or "something that will conduct electricity" if such effects are possible in this Shadow.
More skill in Conjuring lets you work greater wonders, but also Conjure simpler items faster.
Conjuring, more than other powers, suffers from being powered by Shadow energy. If a Shadow does not behave in some fashion, a Conjurer has no way to work around that limitation.

Primal Magics:

Skilled sorcerers with knowledge of API or ALI can use those powers in their spells. These powers can create devastating effects, powering Socrcery from basic sources instead of Shadow energy. However, Pattern and Logrus are far harder to control than shadow powers. Your score in Pattern or Logrus sorcery is the limit of how much magic you can power from the Pattern or Logrus- that is, if Joan has 4 points of Primal Pattern and 10 points of Force, she can use Shadow energy to create galactic explosions. If she needs to power her magic with Pattern, though, her skill is insufficient. The best she could do is amplify existing forces. If she also had 2 points of Correspondence, she could work spells that gave her enhanced senses anywhere in Shadow, powering the spells from Pattern. She has power to spare, but her knowledge of Correspondence magic is too small to let her channel her full power.